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About Sidereal

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  1. I cannot begin to tell you how happy this makes me.
  2. Good to know! I agree that it makes the most sense to have the beds be free if they empty out once maximum sleep bonus is reached.
  3. Late entry before things close up! I've always envisioned Blossom as a sleepy little town. To that end, I wanted to create a rustic feeling that hints at what's possible in the game, but leave the truly spectacular stuff outside Blossom for the thrill of exploration. Overview: There'd be much more tree cover than what's shown - it's been removed for visibility, and most grass tiles without a tree would be a flower tile. When entering from the tutorial, Blossom is listed as "Blossom (flowers for everyone)" and I really want that to be the theme of the town. The entire area has been lifted up by 30-50 dirts to smooth out that steep entry from the south. I love landshaping and trying to keep the land feeling as natural as possible, minimizing huge flat spaces or flatraising. I also wanted to pull the coastline in to the deed area to make it feel a little more natural. I tried to keep the materials understated - I think some of the newer textures look a little clashy, but I tried to represent a few different styles without having the town become an exhaustive catalog of all possible wall types. Ideally, I'd like to reshape the perimeter as well - breaking down the dirt platforms into more natural hills and seeding them with various trees and bushes as if they were the town's orchards - without good height data, I didn't want to try and mock that up in Deedplanner (which is an excellent tool, but a little fussy to do landshaping with). Now that you know a little about the design philosophy, let's go on a tour! (And here's the Pastebin link if you'd like to take it for a spin in Deedplanner yourself!) New players currently enter on this tile, and I want the first thing they see to be the path down to the ocean and that amazing view out to the bay and a little shrine/gazebo. As the player turns around to the left, they'll see the "Mayor's house", with a small vineyard out back, a garage for the official cart, and a paddock for an animal or two. Turning further left, one sees the Inn - Deed planner doesn't have a model for the cupboard or the bartender, but in the back of the inn, the bartender would be behind the 'bar' (cupboards turned around) for serving food and drink to new players. Interior detail of one of the rooms - ideally the beds would be set to rent for 10i and usable, but I have no idea what happens if a player logs out in a bed and never logs back in. Maybe that adds flavor! Up behind the inn is a little graveyard for the town. Continuing to turn left, the 'commons house' is up on the hillside - beds here are 1i. Interior of the commons house Storage warehouse for the town inside are barrels, crates, amphora racks, and BSBs to feel like the repository of town goods: And the workshop with forges, smelter and carts - ideally usable by the public: On the edge of the deed are two gatehouses are intended to suggest to players that leave the area that dangerous beasties are afoot and the town guards can no longer help them. And there you have it - a rustic, nature-oriented Blossom to serve as an understated counterpoint to the more amazing structures that players build outside the town. Blossom should be more of an appetizer for what's to come as new players enter the game and explore the area. I wish I had a little more time - Deedplanner is great for buildings, but decorating interiors is a little more of a challenge.
  4. Storm over Meerhaven:
  5. I'm loving the almanac addition so far but simply must say: That made me laugh out loud. Well played, devs.
  6. Having some unexpected issues with 2.6.4 - any attempt to move from 2d to 3d hangs the Deed Planner application. Details: - using the latest java (1.8.0_101) on Win7 - First attempt: export from wurm -> import into 2.6.4 -> correct base height -> save as 2.6.4 -> re-open in 2.6.4 -> view in 3d hangs - Second attempt: Exported from wurm into an older version (2.4.1) first to correct the base height, saved as a 2.4.1 .MAP file, reopened in 2.6.4, saved from 2.6.4, and then re-opened in 2.6.4 -> view in 3d hangs Essentially the same exact error message as steingrimur experiences: a null pointer exception with all the attendant stack trace. 2.4.1 works just fine, but I'd certanily love to be able to use the latest features.
  7. Came across my dear friend Goldfinch toiling in the mines beneath Pristine as I was returning to the surface myself:
  8. Happy 10th birthday, Wurm! And thank you to all the developers, all the community volunteers, and all the players for making this little world such a cherished experience. Discovered Wurm back in 2012 and was obsessed for the next six months. Took a long overdue vacation only to come back and find that every last one of my painstakingly bred horses had starved to death in my absence. My heart was so broken that I just couldn't find it in me to keep playing. Yet over the next three years, my thoughts would often call up very fond, very personal memories of life on that tiny deed: the unforgettable neighbors, the long hours terraforming, and especially the sunsets. No other MMO experience has left me with such intensely personal memories, and they finally managed to pull me back in last year. Wurm has never had a huge following, but as several others have mentioned: there simply isn't anything else quite like it anywhere else. Thank you for shepherding this tiny world across ten years of time.
  9. Please COD to Sidereal - and thanks!
  10. I'm seeing this bug with incomplete woven fences as well. 'Destroy Fence Plan' can be selected with many possible tools active, but does enormous damage to 'traditional' bashing tools: 30QL large maul and huge axe both take ~4.00 damage per bash sound, so ~32.00 damage over the 40s destruction time. At the moment, it's enormously less damaging to the tool to complete the fence and then destroy it than it is to try and remove the incomplete fence. Same behavior is seen when using a hammer or a mallet.
  11. This feels like an oddball edge case, but here's what happened: 1) Two meals - made of meat, cheese, onion, corn - in separate frying pans in an oven. First meal is 29.16ql and 0.47 weight (if I recall correctly). Second meal is 29.09ql and 1.55 weight. 2) Light the oven and wait until the meals are hot. 3) Right click to start eating the 0.47 weight meal. Right click to place eating the 1.55 weight meal in the action queue. 4) Have just enough hunger that you eat 0.45 weight of the first meal, and that the last 0.02 weight of the first meal isn't quite enough to stop the eat action, but the first 0.03 weight of the second meal is sufficient. Eating transfers to the second item, bringing it to 1.52 weight. Somehow, I wound up with the 'Singing while Eating' achievement in the process!
  12. Would love to see a keybind to open the backpack as well.
  13. In need of a single strongwall cast to seal an ill-fated mineshaft on Pristine. Can offer either silver or gems in exchange, your preference. Site is just off the south coast for sea access or easily accessible via major roads. No rush on the job - please PM me if interested! EDIT: The job has been completed. Many thanks to the folks that responded! Thread can be closed when convenient.
  14. After thinking about this further - I can see how this is a useful bug to get loads of heavy objects to the upper stories of a building. If this is indeed working as designed for now, wouldn't it make even more sense to either: 1) Allow the driver of a large cart to climb up and down ladders with hitched teams, or 2) Allow a player to haul up/haul down large carts with hitched teams from floor openings, or 3) Allow large carts with hitched teams to take staircases, or 4) Add 'ramps' as a way of driving wagons between floors? Having to unhitch the teams, haul the wagon back down, chase down wherever the animals have gotten off to (speedy little buggers once they're loose, no?), and re-hitch them to the wagon seems like a rather clumsy workaround.